一种基于几何的基于图形硬件的软阴影体算法

Ulf Assarsson, T. Akenine-Möller
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引用次数: 160

摘要

大多数以前的软阴影算法要么遭受混叠,太慢,或者只能使用一组有限的阴影施法者和/或接收器。因此,我们提出了一种增强的软阴影体算法来处理这些问题。我们的关键改进包括稳健的半影楔结构,基于几何的可见性计算,以及通过四维纹理查找简化的计算。这使我们能够使用可编程图形硬件实现算法,并且它产生的图像通常与平均1024个硬阴影图像创建的图像无法区分。此外,我们的算法可以使用任意的阴影施法者和接收器。此外,我们的算法的一个版本完全避免了采样伪影,这是罕见的软阴影算法。作为奖励,四维纹理查找允许小纹理光源,甚至视频纹理也可以用作光源。我们的算法已经在纯软件中实现,也使用了带有像素着色器的GeForce FX模拟器。我们的软件实现以每秒0.5- 5帧的速度为本文中的图像渲染软阴影。对于实际的硬件,我们期望我们的算法能够实时渲染柔和的阴影。一个重要的性能度量是带宽使用。对于相同的图像质量,使用累积硬阴影图像的算法比我们的算法使用的带宽几乎多两个数量级。
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A geometry-based soft shadow volume algorithm using graphics hardware
Most previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these problems. Our critical improvements include robust penumbra wedge construction, geometry-based visibility computation, and also simplified computation through a four-dimensional texture lookup. This enables us to implement the algorithm using programmable graphics hardware, and it results in images that most often are indistinguishable from images created as the average of 1024 hard shadow images. Furthermore, our algorithm can use both arbitrary shadow casters and receivers. Also, one version of our algorithm completely avoids sampling artifacts which is rare for soft shadow algorithms. As a bonus, the four-dimensional texture lookup allows for small textured light sources, and, even video textures can be used as light sources. Our algorithm has been implemented in pure software, and also using the GeForce FX emulator with pixel shaders. Our software implementation renders soft shadows at 0.5--5 frames per second for the images in this paper. With actual hardware, we expect that our algorithm will render soft shadows in real time. An important performance measure is bandwidth usage. For the same image quality, an algorithm using the accumulated hard shadow images uses almost two orders of magnitude more bandwidth than our algorithm.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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